/*
 * Copyright (c) 2012 Johan Fylling
 * 
 * Permission is hereby granted, free of charge, to any person obtaining a copy 
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights 
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 
 * copies of the Software, and to permit persons to whom the Software is 
 * furnished to do so, subject to the following conditions:
 * 
 * The above copyright notice and this permission notice shall be included in 
 * all copies or substantial portions of the Software.
 * 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 
 * THE SOFTWARE.
 */

part of engine;


abstract class Effect extends WorldObject {
  final SmartSet<WorldObject> _affected = new SmartSet<WorldObject>();
  bool                        active    = true;
  bool                        timed;
  int                         timer;
  
  Effect ([int timer = 0]) : this.timer = timer, 
                             this.timed = ?timer;
  
  void update () {
    if (this.timed) {
      --this.timer;
    }
    for (WorldObject wo in this._affected) {
      affect(wo);
      this._affected.remove(wo);
    }
  }
  
  void affect (WorldObject wo);
  
  bool beforeContact (DynamicBody body1,
                      DynamicBody body2) {
    return true;
  }
  
  bool beforePenetration (DynamicBody body1,
                          DynamicBody body2) {
    WorldObject wo1 = (body1.data as WorldObject);
    WorldObject wo2 = (body2.data as WorldObject);
    WorldObject wo = null;
    if (wo1.id == this.id) {
      wo = wo2;
    } else if (wo2.id == this.id) {
      wo = wo1;
    }
    
    if (wo != null) {
      this._affected.add(wo);
    }
    return false;
  }
  
  void handleCollision (DynamicBody body1,
                        DynamicBody body2,
                        ContactManifold manifold,
                        Vector2 penetration) {
    // nop.
  }
}
